//-------- Begin of function Nation::ai_sea_travel -------// // // action_x_loc, action_y_loc - location of the destination // // group_unit_array - array of units that will do the sea travel // instance_count - no. of units in the array // // action_para - the action of units after they have arrived the region, // it is one of the following: // // SEA_ACTION_SETTLE - settle into a town // SEA_ACTION_BUILD_CAMP - build and assign to a firm // SEA_ACTION_ASSIGN_TO_FIRM - assign to a firm // SEA_ACTION_MOVE - just move to the destination // (this include moving to the location of a battle field.) // //---------------------------------------------// // // Procedures: // * 1. Locate a ship, build one if cannot locate any. // * 2. Assign the units to the ship. // 3. Move the ship to the destination region. // 4. Units disembark on the coast. // 5. Units move to the destination. // // This function deal with the 1st and 2nd procedures, // when they are finished, action ACTION_AI_SEA_TRAVEL2 // will be added. // //---------------------------------------------// // int Nation::ai_sea_travel(ActionNode* actionNode) { err_when( actionNode->instance_count < 1 || actionNode->instance_count > ActionNode::MAX_ACTION_GROUP_UNIT ); Unit* unitPtr = unit_array[actionNode->group_unit_array[0]]; err_when( unitPtr->nation_recno != nation_recno ); err_when( !unitPtr->is_visible() ); //---- figure out the sea region id which the ship should appear ----// int unitRegionId = world.get_region_id(unitPtr->next_x_loc(), unitPtr->next_y_loc()); int destRegionId = world.get_region_id(actionNode->action_x_loc, actionNode->action_y_loc); int seaRegionId = region_array.get_sea_path_region_id(unitRegionId, destRegionId); //------- 1. try to locate a ship --------// int shipUnitRecno = ai_find_transport_ship(seaRegionId, unitPtr->next_x_loc(), unitPtr->next_y_loc()); if( !shipUnitRecno ) return -1; // must return -1 instead of 0 as the action must be executed immediately otherwise the units will be assigned with other action and the unit list may no longer be valid //---- if this ship is in the harbor, sail it out ----// UnitMarine* unitMarine = (UnitMarine*) unit_array[shipUnitRecno]; if( unitMarine->unit_mode == UNIT_MODE_IN_HARBOR ) { FirmHarbor* firmHarbor = (FirmHarbor*) firm_array[unitMarine->unit_mode_para]; firmHarbor->sail_ship(unitMarine->sprite_recno, COMMAND_AI); } if( !unitMarine->is_visible() ) // no space in the sea for placing the ship return -1; //------ 2. Assign the units to the ship -------// unitMarine->ai_action_id = actionNode->action_id; err_when( unit_res[unitMarine->unit_id]->unit_class != UNIT_CLASS_SHIP ); // ##### patch begin Gilbert 5/8 #######// unit_array.assign_to_ship(unitMarine->next_x_loc(), unitMarine->next_y_loc(), 0, actionNode->group_unit_array, actionNode->instance_count, COMMAND_AI, unitMarine->sprite_recno ); // ##### patch end Gilbert 5/8 #######// for( int i=0 ; i<actionNode->instance_count ; i++ ) unit_array[ actionNode->group_unit_array[i] ]->ai_action_id = actionNode->action_id; actionNode->instance_count++; // +1 for the ship actionNode->processing_instance_count = actionNode->instance_count-1; // -1 because when we return 1, it will be increased by 1 automatically actionNode->action_para2 = 0; // reset it, it is set in Nation::action_finished() return 1; }
//--------- Begin of function Unit::process_assign_to_ship ---------// // process unit action of assigning units to ship // void Unit::process_assign_to_ship() { err_when(sprite_info->loc_width>1 || sprite_info->loc_height>1); //---------------------------------------------------------------------------// // clear unit's action if situation is changed //---------------------------------------------------------------------------// UnitMarine *shipPtr; if(unit_array.is_deleted(action_para2)) { stop2(); return; // stop the unit as the ship is deleted } else { shipPtr = (UnitMarine*) unit_array[action_para2]; if(shipPtr->nation_recno != nation_recno) { stop2(); return; // stop the unit as the ship's nation_recno != the unit's nation_recno } } if(shipPtr->action_mode2!=ACTION_SHIP_TO_BEACH) { stop2(); // the ship has changed its action return; } int curXLoc = next_x_loc(); int curYLoc = next_y_loc(); int shipXLoc = shipPtr->next_x_loc(); int shipYLoc = shipPtr->next_y_loc(); if(shipPtr->cur_x==shipPtr->next_x && shipPtr->cur_y==shipPtr->next_y && abs(shipXLoc-curXLoc)<=1 && abs(shipYLoc-curYLoc)<=1) { //----------- assign the unit now -----------// if(abs(cur_x-next_x)<sprite_info->speed && abs(cur_y-next_y)<sprite_info->speed) { if(ai_action_id) nation_array[nation_recno]->action_finished(ai_action_id, sprite_recno); stop2(); set_dir(curXLoc, curYLoc, shipXLoc, shipYLoc); shipPtr->load_unit(sprite_recno); return; } } else if(cur_action==SPRITE_IDLE) set_dir(curXLoc, curYLoc, shipPtr->move_to_x_loc, shipPtr->move_to_y_loc); //---------------------------------------------------------------------------// // update location to embark //---------------------------------------------------------------------------// int shipActionXLoc = shipPtr->action_x_loc2; int shipActionYLoc = shipPtr->action_y_loc2; if(abs(shipActionXLoc-action_x_loc2)>1 || abs(shipActionYLoc-action_y_loc2)>1) { if(shipActionXLoc!=action_x_loc2 || shipActionYLoc!=action_y_loc2) { Location *unitLocPtr = world.get_loc(curXLoc, curYLoc); Location *shipActionLocPtr = world.get_loc(shipActionXLoc, shipActionYLoc); if(unitLocPtr->region_id != shipActionLocPtr->region_id) { stop2(); return; } assign_to_ship(shipActionXLoc, shipActionYLoc, action_para2); return; } } }
//-------- Begin of function Nation::ai_find_transport_ship -------// // // Locate a ship for transporting units. // // <int> seaRegionId - region id. of the sea which the ship should appear in. // <int> unitXLoc, unitYLoc - the location of the units to be picked up, // try to select a harbor close to this location. // [int] findBest - whether need to find the best ship or just return // one if there is one found. (default: 1) // // return: <int> the recno of the ship located. // int Nation::ai_find_transport_ship(int seaRegionId, int unitXLoc, int unitYLoc, int findBest) { //------- locate a suitable ship --------// UnitMarine* unitMarine; int curRating, bestRating=0, bestUnitRecno=0; for( int i=0 ; i<ai_ship_count ; i++ ) { unitMarine = (UnitMarine*) unit_array[ ai_ship_array[i] ]; err_when( unit_res[unitMarine->unit_id]->unit_class != UNIT_CLASS_SHIP ); if( unitMarine->unit_count > 0 || // if there are already units in the ship unit_res[unitMarine->unit_id]->carry_unit_capacity==0 ) // if the ship does not carry units { continue; } //------- if this ship is in the harbor ---------// if( unitMarine->unit_mode == UNIT_MODE_IN_HARBOR ) { FirmHarbor* firmHarbor = (FirmHarbor*) firm_array[unitMarine->unit_mode_para]; err_when( firmHarbor->firm_id != FIRM_HARBOR ); if( firmHarbor->sea_region_id != seaRegionId ) continue; } //--------- if this ship is on the sea ----------// else { if( !unitMarine->is_ai_all_stop() ) continue; if( unitMarine->region_id() != seaRegionId ) continue; err_when( !unitMarine->is_visible() ); if( !unitMarine->is_visible() ) continue; } //--------- check if the sea region is matched ---------// if( !findBest ) // return immediately when a suitable one is found return unitMarine->sprite_recno; curRating = world.distance_rating( unitXLoc, unitYLoc, unitMarine->next_x_loc(), unitMarine->next_y_loc() ); curRating += (int)unitMarine->hit_points/10 // damage + (int)unitMarine->max_hit_points/10; // ship class if( curRating > bestRating ) { bestRating = curRating; bestUnitRecno = unitMarine->sprite_recno; } } return bestUnitRecno; }